I have always thought ninjas to be quite lame, and wasn't planning on adding them in to Guardian II.

But, then I realised: I can make ninjas Awesome!(and I needed a stealth class with a real melee weapon)

Also:

Reinforcements

No more random spawning of your team. You start off with a certain set of units. To get any more, you need to call in reinforcements. Currently reinforcements cost nothing.But they do take a while, and strategy is involved.

- Reinforcements move at the speed as the slowest unit.*- The more units, the longer it takes.*- Reinforcement time varies from map to map (depending on the settings for that map)*- Reinforcements have a random chance to be attacked (depending on the danger value of the map).- The more units in the group, the less likely someone is to die from the attack.

If you have the patcher, it should detect the new version. If it doesn't, delete version.txt and tell me.Btw, it says build 007. It's actually build 006. I made an error with the version.txt making the patcher think build 005 was build 006.

Added Tutorial 0Added new Help info.Made all levels (with enemies) easier.Fixed misplaced boundaries that made blocks seem unjumpable.Made it more obvious that you can pause and use commands.

Testers can get the update via the patcher. It should automatically detect the new version.

Any people wanting to test, PM me. (For people not registered on this site, you can also PM me on the tigsource forums. My username there is HeroesGrave)

3 testing spaces left. (I had 9 testers, but 2 people haven't responded. Another 2 have/may have old graphics cards that don't support OpenGL 2.1, but I'm keeping them until they confirm they can't run it)

Squares are levels.Blue represents the level to go when won.Red represents the level to go to when lost.A circle represents the target level.Yellow means if you lose you go to a new chain.Green means if you win you go to a new chain.A dot with no line means if you win/lose then you have to redo that level.

I'm pretty sure he mentioned that it wasn't worth the time in another thread.

It took me ~an hour to get Guardian open-source, with getting the license in all the files, creating the readme, deciding whether or not to put the art in the package etc.It will be a while before I distribute a working project for people to tinker with.

Wow, this looks pretty amazing. Love those graphics Where can you download it? I didn't happen to find a download link (and I tried using the Gardian 1 launcher but it wouldn't work on Java 1.7). Looks like a multiplayer fighting style game, keep it up!

Perhaps add some more visual interface on screen? Like, replace HP 100/100 with an actual red health bar, it's easier to see and more straight-forward to tell.

Where can you download it? I didn't happen to find a download link (and I tried using the Guardian 1 launcher but it wouldn't work on Java 1.7). Looks like a multiplayer fighting style game, keep it up!

Private testing at the moment.I'll PM you with the link for the launcher when Build 010 is ready.

So far the only example is the Archer with short and long range attacks. But I'll be working on more classes soon.All the arrows in the above image were fired from the same place. You can see 2 different zones where they fall (on the top of the ground, and on the ledge), representing the two attacks.

In other news, I added AND level-conditions. Where you have to complete multiple objectives to finish a level. For example: Killing all enemies and returning to the castle.

4 Warrior Campaign levels done so far (mostly tutorials, with a bit of storyline mixed into them).A few more and then I'll release Build 010 for the testers.

Well, I've been working on this in "secret" (I showed a few people on IRC/Reddit) for a little while now, and I thought now may be a good time to show.

This is a complete rewrite of the engine. In fact, this may as well be a different project to what this thread originally was, but I don't want to make another thread.

First of all, I cut the scope down a lot. The real-time-tactics part has been cut completely, and the unit management is very simplistic.Also, instead of having level after level, each campaign is one long level, but you can only move around within the current 'scene'.

Since I haven't actually got something available for download yet, I'll quit talking about gameplay and just dump screenshots.

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